using System;
using System.Collections.Generic;
using System.Linq;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using Framework;
using Framework.Graphics;
using Framework.Graphics.Light;
using Framework.GameStateManagment;


namespace _0._06
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D Aim;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            graphics.PreferredBackBufferHeight = 768;
            graphics.PreferredBackBufferWidth = 1024;
            //graphics.IsFullScreen = true;
            //IsMouseVisible = true;
            graphics.ApplyChanges();
            this.Window.Title = "Robot War 0.06";

            LightManager.Init(this.GraphicsDevice, this);

            LightManager.LightsList = new List<Light>();
            LightManager.LightsList.Add(new Light(new Vector2(100, 100), new LightArea(this.GraphicsDevice, ShadowmapSize.Size512)));
            LightManager.LightsList.Add(new Light(new Vector2(400, 100), new LightArea(this.GraphicsDevice, ShadowmapSize.Size512)));
            LightManager.LightsList.Add(new Light(new Vector2(100, 300), new LightArea(this.GraphicsDevice, ShadowmapSize.Size512)));

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            Camera.Init(spriteBatch, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
            GameStateManagment.Init(spriteBatch);
            GameStateManagment.LoadContent(this.Content);
            LightManager.Init(this.GraphicsDevice, this);
            LightManager.GraphicsDevice = this.GraphicsDevice;
            LightManager.QRC = new QuadRenderComponent(this);

            Aim = Content.Load<Texture2D>("Font/Aim");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            Input.Update();
            GameStateManagment.Update();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here
            GameStateManagment.Draw();

            MouseState MS = Mouse.GetState();

            spriteBatch.Begin();
            spriteBatch.Draw(Aim, new Vector2(MS.X, MS.Y), Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
